Related to mesa issue: https://bugs.freedesktop.org/show_bug.cgi?id=79783
Validated on Nvidia driver v5: Redo the test * Remove the mix of explicit/named location (done in a separated test) * Use subtest to separate part of the test. Subtest3 is now optional. * Rely on the common pick_a_glsl_version v3: add the test to all.py v2: * Test both output and input are still active * Test real interstage variable are still optimized * Mix rendezvous by name and location Signed-off-by: Gregory Hainaut <gregory.hain...@gmail.com> --- tests/all.py | 2 + .../arb_separate_shader_objects/CMakeLists.gl.txt | 1 + .../rendezvous_by_name.c | 347 +++++++++++++++++++++ 3 files changed, 350 insertions(+) create mode 100644 tests/spec/arb_separate_shader_objects/rendezvous_by_name.c diff --git a/tests/all.py b/tests/all.py index 91de279..c9b4ffa 100644 --- a/tests/all.py +++ b/tests/all.py @@ -2150,6 +2150,8 @@ with profile.group_manager( 'UseProgramStages - non-separable program') g(['arb_separate_shader_object-ProgramUniform-coverage'], 'ProgramUniform coverage') + g(['arb_separate_shader_object-rendezvous_by_name'], + 'Rendez vous by name') g(['arb_separate_shader_object-rendezvous_by_location', '-fbo'], 'Rendezvous by location', run_concurrent=False) g(['arb_separate_shader_object-rendezvous_by_location-5-stages'], diff --git a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt index ff768ed..3957409 100644 --- a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt +++ b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt @@ -18,5 +18,6 @@ piglit_add_executable (arb_separate_shader_object-ProgramUniform-coverage Progra piglit_add_executable (arb_separate_shader_object-rendezvous_by_location rendezvous_by_location.c sso-common.c) piglit_add_executable (arb_separate_shader_object-rendezvous_by_location-3-stages rendezvous_by_location-3-stages.c) piglit_add_executable (arb_separate_shader_object-rendezvous_by_location-5-stages rendezvous_by_location-5-stages.c) +piglit_add_executable (arb_separate_shader_object-rendezvous_by_name rendezvous_by_name.c sso-common.c) piglit_add_executable (arb_separate_shader_object-UseProgramStages-non-separable UseProgramStages-non-separable.c) piglit_add_executable (arb_separate_shader_object-ValidateProgramPipeline ValidateProgramPipeline.c) diff --git a/tests/spec/arb_separate_shader_objects/rendezvous_by_name.c b/tests/spec/arb_separate_shader_objects/rendezvous_by_name.c new file mode 100644 index 0000000..2b01888 --- /dev/null +++ b/tests/spec/arb_separate_shader_objects/rendezvous_by_name.c @@ -0,0 +1,347 @@ +/* + * Copyright © 2015 Gregory Hainaut <gregory.hain...@gmail.com> + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice (including the next + * paragraph) shall be included in all copies or substantial portions of the + * Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS + * IN THE SOFTWARE. + */ + +/** + * \file rendezvous_by_name.c + * Simple test for separate shader objects that use rendezvous-by-name. + * + * Related to issue: https://bugs.freedesktop.org/show_bug.cgi?id=79783 + * + * The test ensures deadcode optimization of input variables doesn't break + * the rendezvous by name of the variables. + */ +#include "piglit-util-gl.h" +#include "sso-common.h" + +PIGLIT_GL_TEST_CONFIG_BEGIN + + config.supports_gl_compat_version = 10; + config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; + +PIGLIT_GL_TEST_CONFIG_END + +static GLuint pipeline_3_out_1_in; +static GLuint pipeline_1_out_3_in; +static GLuint pipeline_inactive; + +static const char *vs_code_3_out_template = + "#version %d\n" + "#extension GL_ARB_separate_shader_objects: require\n" + "#extension GL_ARB_explicit_attrib_location: require\n" + "\n" + "layout(location = 0) in vec4 piglit_vertex;\n" + "\n" + "out vec4 blue;\n" + "out vec4 green;\n" + "out vec4 red;\n" + "\n" + "void main()\n" + "{\n" + " gl_Position = piglit_vertex;\n" + " red = vec4(1, 0, 0, 0);\n" + " green = vec4(0, 1, 0, 0);\n" + " blue = vec4(0, 0, 1, 0);\n" + "}\n" + ; + +static const char *vs_code_1_out_template = + "#version %d\n" + "#extension GL_ARB_separate_shader_objects: require\n" + "#extension GL_ARB_explicit_attrib_location: require\n" + "\n" + "layout(location = 0) in vec4 piglit_vertex;\n" + "\n" + "out vec4 blue;\n" + "out vec4 green;\n" + "out vec4 red;\n" + "\n" + "void main()\n" + "{\n" + " gl_Position = piglit_vertex;\n" + " green = vec4(0, 1, 0, 0);\n" + "}\n" + ; + +static const char *vs_code_inactive_template = + "#version %d\n" + "#extension GL_ARB_separate_shader_objects: require\n" + "#extension GL_ARB_explicit_attrib_location: require\n" + "\n" + "layout(location = 0) in vec4 piglit_vertex;\n" + "\n" + "#define MAX_VARYING %d\n" + "out vec4 a_dummy[MAX_VARYING];\n" + "out vec4 green;\n" + "out vec4 z_dummy[MAX_VARYING];\n" + "\n" + "void main()\n" + "{\n" + " gl_Position = piglit_vertex;\n" + " green = vec4(0, 1, 0, 0);\n" + " for(int i = 0; i < MAX_VARYING; i++) {\n" + " a_dummy[i] = vec4(1, 0, 0, 1);\n" + " z_dummy[i] = vec4(0, 0, 1, 1);\n" + " }\n" + "}\n" + ; + +static const char *fs_code_1_in_template = + "#version %d\n" + "#extension GL_ARB_separate_shader_objects: require\n" + "#extension GL_ARB_explicit_attrib_location: enable\n" + "\n" + "#if __VERSION__ >= 130\n" + "layout(location = 0) out vec4 out_color;\n" + "#else\n" + "#define out_color gl_FragColor\n" + "#endif\n" + "\n" + "in vec4 blue;\n" + "in vec4 green;\n" + "in vec4 red;\n" + "\n" + "void main()\n" + "{\n" + " out_color = vec4(green.xyz, 1);\n" + "}\n" + ; + +static const char *fs_code_3_in_template = + "#version %d\n" + "#extension GL_ARB_separate_shader_objects: require\n" + "#extension GL_ARB_explicit_attrib_location: enable\n" + "\n" + "#if __VERSION__ >= 130\n" + "layout(location = 0, index = 0) out vec4 out_color;\n" + "layout(location = 0, index = 1) out vec4 avoid_opt;\n" + "#else\n" + "#define out_color gl_FragColor\n" + "#endif\n" + "\n" + "in vec4 blue;\n" + "in vec4 green;\n" + "in vec4 red;\n" + "\n" + "void main()\n" + "{\n" + " out_color = vec4(green.xyz, 1);\n" + " avoid_opt = vec4(blue + red);\n" + "}\n" + ; + +static const char *fs_code_inactive_template = + "#version %d\n" + "#extension GL_ARB_separate_shader_objects: require\n" + "#extension GL_ARB_explicit_attrib_location: enable\n" + "\n" + "#if __VERSION__ >= 130\n" + "layout(location = 0) out vec4 out_color;\n" + "#else\n" + "#define out_color gl_FragColor\n" + "#endif\n" + "\n" + "#define MAX_VARYING %d\n" + "in vec4 a_dummy[MAX_VARYING];\n" + "in vec4 green;\n" + "in vec4 z_dummy[MAX_VARYING];\n" + "\n" + "void main()\n" + "{\n" + " out_color = vec4(green.xyz, 1);\n" + "}\n" + ; + +enum piglit_result +piglit_display(void) +{ + static const float expected[] = { + 0.0f, 1.0f, 0.0f, 1.0f + }; + int h_width = piglit_width / 2; + int h_height = piglit_height / 2; + bool pass; + bool pass1; + bool pass2; + bool pass3; + + glClearColor(0.1f, 0.1f, 0.1f, 0.1f); + glClear(GL_COLOR_BUFFER_BIT); + + /* + * Test 1: 3 active output in the VS + 1 active input in the FS. + * Screen location: bottom left + */ + glBindProgramPipeline(pipeline_3_out_1_in); + piglit_draw_rect(-1, -1, 1, 1); + + /* + * Test 2: 1 active output in the VS + 3 active input in the FS. + * Screen location: top left + */ + glBindProgramPipeline(pipeline_1_out_3_in); + piglit_draw_rect(-1, 0, 1, 1); + + /* + * Test 3: Link separate VS/FS together. Expect to optimize inactive variables + * Screen location: right + */ + if (pipeline_inactive) { + glBindProgramPipeline(pipeline_inactive); + piglit_draw_rect(0, -1, 1, 2); + } + + /* + * Probe and report result + */ + pass1 = piglit_probe_rect_rgba(0, 0, h_width, h_height, expected); + pass2 = piglit_probe_rect_rgba(0, h_height, h_width, h_height, expected); + pass3 = !pipeline_inactive || + piglit_probe_rect_rgba(h_width, h_height, h_width, h_height, expected); + + piglit_present_results(); + + pass = pass1 & pass2 & pass3; + + piglit_report_subtest_result(pass1 ? PIGLIT_PASS : PIGLIT_FAIL, + "3 VS output => 1 FS input"); + piglit_report_subtest_result(pass2 ? PIGLIT_PASS : PIGLIT_FAIL, + "1 VS output => 3 FS input"); + + if (pipeline_inactive) { + piglit_report_subtest_result(pass3 ? PIGLIT_PASS : PIGLIT_FAIL, + "Unactive varying optimization in multi-shade separated program"); + } + + return pass ? PIGLIT_PASS : PIGLIT_FAIL; +} + +GLuint format_and_link_program(GLenum type, const char* code, unsigned glsl_version) +{ + char *source; + GLuint prog; + + asprintf(&source, code, glsl_version); + prog = glCreateShaderProgramv(type, 1, + (const GLchar *const *) &source); + + piglit_link_check_status(prog); + free(source); + + return prog; +} + +void piglit_init(int argc, char **argv) +{ + unsigned glsl_version; + GLuint vs_prog_3_out; + GLuint vs_prog_1_out; + GLuint fs_prog_3_in; + GLuint fs_prog_1_in; + GLuint vs_fs_prog_separate_inactive; + char *vs_source; + char *fs_source; + GLint max_varying; + bool pass = true; + + piglit_require_vertex_shader(); + piglit_require_fragment_shader(); + piglit_require_GLSL_version(130); /* Support layout index on output color */ + piglit_require_extension("GL_ARB_separate_shader_objects"); + piglit_require_extension("GL_ARB_explicit_attrib_location"); + piglit_require_extension("GL_ARB_blend_func_extended"); + + glsl_version = pick_a_glsl_version(); + + glGetIntegerv(GL_MAX_VARYING_COMPONENTS, &max_varying); + max_varying = (max_varying / 4u) - 1u; + + /* + * Program compilation and link + */ + printf("Compile vs_prog_3_out\n"); + vs_prog_3_out = format_and_link_program(GL_VERTEX_SHADER, + vs_code_3_out_template, glsl_version); + + printf("Compile vs_prog_1_out\n"); + vs_prog_1_out = format_and_link_program(GL_VERTEX_SHADER, + vs_code_1_out_template, glsl_version); + + printf("Compile fs_prog_3_in\n"); + fs_prog_3_in = format_and_link_program(GL_FRAGMENT_SHADER, + fs_code_3_in_template, glsl_version); + + printf("Compile fs_prog_1_in\n"); + fs_prog_1_in = format_and_link_program(GL_FRAGMENT_SHADER, + fs_code_1_in_template, glsl_version); + + asprintf(&vs_source, vs_code_inactive_template, glsl_version, max_varying); + asprintf(&fs_source, fs_code_inactive_template, glsl_version, max_varying); + + pass &= piglit_check_gl_error(0); + + printf("Compile vs_fs_prog_separate_inactive\n"); + vs_fs_prog_separate_inactive = piglit_build_simple_program_unlinked(vs_source, fs_source); + /* Manual linking so we can pack 2 separate-aware shaders into a single program */ + glProgramParameteri(vs_fs_prog_separate_inactive, GL_PROGRAM_SEPARABLE, GL_TRUE); + glLinkProgram(vs_fs_prog_separate_inactive); + + if (!piglit_link_check_status(vs_fs_prog_separate_inactive)) { + piglit_report_subtest_result(PIGLIT_SKIP, + "Unactive varying optimization in multi-shade separated program"); + vs_fs_prog_separate_inactive = 0; // Skip program + piglit_reset_gl_error(); // Clear pending error + } + + free(vs_source); + free(fs_source); + + /* + * Pipeline creation + */ + glGenProgramPipelines(1, &pipeline_3_out_1_in); + glGenProgramPipelines(1, &pipeline_1_out_3_in); + glBindProgramPipeline(pipeline_3_out_1_in); + glUseProgramStages(pipeline_3_out_1_in, + GL_VERTEX_SHADER_BIT, vs_prog_3_out); + glUseProgramStages(pipeline_3_out_1_in, + GL_FRAGMENT_SHADER_BIT, fs_prog_1_in); + + glBindProgramPipeline(pipeline_1_out_3_in); + glUseProgramStages(pipeline_1_out_3_in, + GL_VERTEX_SHADER_BIT, vs_prog_1_out); + glUseProgramStages(pipeline_1_out_3_in, + GL_FRAGMENT_SHADER_BIT, fs_prog_3_in); + + if (vs_fs_prog_separate_inactive) { + glGenProgramPipelines(1, &pipeline_inactive); + glBindProgramPipeline(pipeline_inactive); + glUseProgramStages(pipeline_inactive, + GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, + vs_fs_prog_separate_inactive); + } else { + pipeline_inactive = 0; // Skip the test + } + + if (!piglit_check_gl_error(0) || !pass) + piglit_report_result(PIGLIT_FAIL); +} -- 2.1.4 _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/piglit